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MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)

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Contributor:
INSPIReducation
Grade Level:
3, 4, 5
Product Type:
ESCAPE ROOM
File Type:
Zip, PDF
Pages:
46
Answer Key:
Yes
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
  • MATH ESCAPE ROOM: TIME Analogue, digital, 24-hour clock, problem solving (12 Challenges, Answer Key)
$5.00

Description

Using an Escape Room to develop curriculum knowledge is an exciting activity that will inspire learners from 2nd Grade to 5th Grade to review their knowledge on the concepts of "Time".

The curriculum content of this Escape Room is linked to:

  • Times of the day, clock reading times, time periods
  • Sequence durations of time (time connectives)
  • Be able to order dates using AD and BC
  • Reading time using analogue clocks
  • Plotting time using analogue clocks
  • Be able to read 24-hour clock times
  • Write digital times
  • Be able to convert analogue times to digital
  • Be able to convert digital times to 24-hour clock times
  • Be able to solve time problems of duration within real-life scenarios
  • Convert minutes into hours and minutes

The aim of the Escape Room is to provide jeopardy for the students to work under pressure to solve 12 challenges to use their and practice their knowledge and skills in the measure of time. The 12 Challenges within this Escape Room will support and embed these math skills.

Before beginning, you will need to prepare the following – all of which are included within this product:

  • A copy of the Pupil Workbook for each group
  • A set of table team names for every group – prepared beforehand and given to each group to set up their own working space
  • Initial Starting Script sharing the problem to the children
  • Completion Script celebrating the completion of the challenge

Students will need prior knowledge of reading clock faces and understanding time in order to achieve success – and therefore this resource makes a great activity to embed skills or use as assessment at the end of a unit.

The activity begins by the teacher reading the Initial Message received. It clearly tells the students the expectations of the activity, that they have a set amount of time (teacher defined) to solve 12 Challenges within areas of time - which will also include real-life problem-solving skills also. What follows are 12 Challenges which they must work successfully through, one by one. Once achieved – the Escape Room is completed and the students may leave the Escape Room successful!

After the 12th successful activity – the teacher can read the final script which reviews the learning the students have undertaken as they have completed each of the challenges. This script, together with team labels and the opening challenge script are contained within the Resource Pack.

Each activity focuses and builds the children’s knowledge of time.

The 12 activities are based on the following outcomes:

  • Sequencing time connectives in order from the future to today to those time connectives marking the past (yesterday, last week etc)
  • Sequencing years (including AD and BC)
  • Reading clock faces for o’clock, am and pm, quarter past and quarter to
  • Drawing hands on clock faces to show specific times
  • Minutes past and minutes to (5-minute intervals)
  • Minutes past and minutes to (1-minute intervals with growing accuracy)
  • Match digital times with analogue clock faces
  • Match analogue clock faces to times sentences
  • Match 24-hour clock faces to digital times
  • Match 24-hour clock digital times to am and pm digital times
  • Real-life time scenarios – duration
  • Converting minutes to hours and minutes

When all 12 activities are completed, and the students have successfully completed each one, the final celebratory script can be read which reviews the learning and informs the students that the TIME has come where they can leave the Escape Room!

Setting up the Escape Room

  1. Students should be split into groups of no more than four and be placed in their own workspace.
  2. Review their own knowledge of the elements of time.
  3. Each group should have a Code Key Booklet and decide on a team name
  4. Read the Initial Message to the children to set the challenge in context. Discuss what this means, and what the activity entails.
  5. Turn to Code Key 1. Agree with the children a set time to complete the problem in – this ensures that the children stay on task and maintains the Escape Room element of working under pressure.
  6. At the end of the time, children should have filled in the Code Key in their booklet. The teacher can then check the accuracy of all the groups and talk through the responses the children should have.
  7. Move on through the remaining challenges until all 11 have been completed.
  8. For those groups who have been successful, they are then able to read the completed statement where they find out if they have escaped the Escape Room!

There are other ways of running Escape Room activities, for example, each activity could be set up on 12 tables and the children then move from table to table completing the activity.

The Escape Room should last for at least 2 hours.

Thank you for visiting our store.

Best wishes

INSPIReducation

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